Unit Card:


Set - Rarity - Number

V - Uncommon - 20/39



This is a unit that always works out well for me, but you do need to be careful that you don't give away easy points to your opponent. Depending on the situation, you can use it in so many different ways:

*It's good for slowing your opponent down while you're moving toward objectives; sometimes your opponent will slow units down to take it out, which lets you win the race for objectives.
*If you can keep initiative for a few turns and keep the Atlantis alive, it can stay in your opponent's rear to threaten carriers (keeping more of your opponents units tied down).
*Another interesting option is to deploy it in the same space as an infiltrating U-47, which makes the U-47 a little more survivable.
*Many people also use Atlantis for spotting in long range games.

Establishing a class limit for this unit will realy determine how useful it is. Swarms can really hurt light, back row units, and make a player think about bringing an Illustrious where a Princeton would normally do.

*Goal tending: place behind an objective and play on the other half of the board, it might take an opponent 4 ships and 4 turns of cat and mouse capture that objective - not bad for 9 points.

The only bad part of this ship is that it will probably have a class limit of one (maybe two). Seriously, this thing rocks. Deploy it near your opponent's carriers and avoid detection for as long as possible, forcing your opponent to keep something back to deal with it until you lose initiative and he can finally catch it, then just hit the carrier as hard as you can. Or goal tend with it until you can devote stronger units to the objective.

Plastic Figure Notes:

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